Comments

Comment by yuriken

Comment by Walterion

I guess this time he had to ding.

Comment by Neutronimity

Jin'do the Godbreaker, final boss of heroic 5-player Zul'Gurub, is located atop Hakkar's platform. Here you can see his location on the map.

The fight mostly consists of tank-and-spank with some movement. Get inside Jin'do's damage-reducing purple bubble, and keep the boss outside. Tank can stay outside for as long as until Jin'do channels his big spell.

Phase 2 will begin after some time (perhaps fixed amount of time?), and Jin'do will be occupied otherwise. You need to taunt the Gurubashi Spirit and make him destroy the shields around Hakkar's Chains by having your party members (except tank) stack on a chain, and have the troll leap at them.

When a shield is destroyed, kill the spirit, then focus your fire and destroy the chain. Taunt a new spirit for the next chain, and so on. Drag the minor adds to the chains where the tank can hold them, and with some AoE they should go down as well. Avoid black/purple specks floating towards you.

TL;DR: Located on Hakkar's platform. Get inside purple bubbles, keep the boss outside them. Tank goes in when Jin'do does his big spell. Taunt each Gurubashi Spirit, have him leap on Hakkar's Chains to destroy shields. Kill the add, and drag adds into AoE while focusing on and destroying each chain one by one. Avoid black/purple specks floating towards you.

Comment by snowbener

why am i not called godbreaker? i have ulduar and ahn'qiraj archiefment he does not :'(

Comment by Ondrzel

You'll have it once you kill ALL 5 of the old gods. Considering we have no idea who are 2 of them - we only know C'Thun, Yogg-Saron and N'Zoth - it's gonna take some time.

Comment by Ketho

Meddlesome insects! Now you will feel my wrath!/run PlaySoundFile("sound\\CREATURE\\JINDO\\VO_ZG2_JINDO_UNLOCKED_01.ogg")

Welcome to de great show, friends. Just wait 'til ya see what I got in store for ya./run PlaySoundFile("sound\\CREATURE\\JINDO\\VO_ZG2_JINDO_AGGRO.ogg")

Your deceit is unforgivable, Jin'do. You spit in the face of a god!/run PlaySoundFile("sound\\CREATURE\\HAKKAR\\VO_ZG2_HAKKAR_EVENT_START.ogg")

You overstepped your bounds, Jin'do. You toy with powers that are beyond you. Have you forgotten who I am? Have you forgotten what I can do?/run PlaySoundFile("sound\\CREATURE\\HAKKAR\\VO_ZG2_HAKKAR_DEFEAT_02.ogg")

Be freed, insects. I will deal with you another time./run PlaySoundFile("sound\\CREATURE\\HAKKAR\\VO_ZG2_HAKKAR_DEFEAT_01.ogg")

Comment by Quinatareus

As a resto druid (might be possible with other healy classes as well) I stumbled upon an excellent method for dealing with the shadowy adds in phase 2.

Kite! Just hot the group up and run laps around the outer edge of the platform. If you want to do it this way be sure to let the tank know to not try to tank the adds otherwise it defeats the whole purpose.

The adds move very slowly and so due to your healing agro they'll stay glued to you but can never get in range of you as long as you kite properly.

When the boss died we had something like 30 ghosts up but no one was taking any damage because I had all the spirits following me! They despawn when the encounter is finished so there's no messy cleanup!

Found this out pretty much by accident thanks to a terrible tank.

Comment by johnhoftb

During Phase 1, there is no hunter deadzone! Seriously you can be right on top of Zin'do as a hunter and hit him for as much as you want!

Comment by Lodus

For me at least he's "Jin'do the Groupbreaker" because no one wants to listen. it's a simple fight just need to follow the mechanics.

Comment by Ganrokh

It seems like the ghosts act as a soft enrage timer in phase 2. There are a few at first, but since they come from the whole temple, more and more come up from the lower section. If you aren't killing them fast enough, they do get overwhelming if you aren't moving properly.

Also, a note on Jin'do's Shadow of Hakkar ability in phase 1; the damage isn't dealt right away. He channels it, then he gains a buff. The buff lasts for a few seconds, and then he chain-lightnings the group when it runs out. You can see how long the buff will be up for when it is on him. No need to get into the bubble right away; just be in the bubble when the buff wears off.

EDIT: Actually, it seems that they changed the Shadows of Hakkar buff. When he casts it, he gets the buff, and every melee swing he does triggers the lightning. So get into the bubble as soon as the cast finishes.

Comment by mcglonec

Prior to the Fight

Be sure to kill all 4 of the big guys below Jin'do. You'll need their spirits during phase 2 of the fight so take a few moments to get them all. They're easily dispatched. Just note that, when they cast Body Slam, they'll leave a purple void zone which a few adds will pour out of. The tank should be ready to pick these up with a quick AoE.

Jin'do

Phase 1 is trivial. The tank pulls him out of the Deadzone and, when he casts Shadows of Hakkar, everyone runs in. People that don't need to worry about cast times (like melee DPS) can stay in the shield the entire time. Repeat for each new shield he pops up.

Phase 2 is where things get considerably more difficult. It is imperative that group members stay near a chain shield when the Gurubashi Spirit is about to do a Body Slam. The target of the slam does get a purple arrow over their heads a second or two prior to the actual slam so, if you're attentive, you can use this to ensure that you get next to a shield in time. If you're wasting slams because no one is standing by shields, you're just making this phase harder on yourselves.

Also watch out for the purple flame pulses on the ground. Within a few seconds, a Shadow Spike will hit that location, dealing massive damage to anything in it. This spell will nearly one-shot anything in the way. So, while you want to remain near a chain shield, you can't stay completely motionless or you'll get wrecked by this mechanic. Just keep moving about, but always stay within a few yards of a shield.

The smaller adds (Twisted Spirits) have low health, but appear from all over the place and deal fairly substantial damage. Try to get close to the tank to help him/her grab aggro and DPS them down as fast as possible. In a perfect world, the tank would be near a chain where you could AoE the spirits and the chain and have aggro on the tank, but, with all the chaos, this can be difficult to achieve.

You'll inevitably kill the spirits and need to pull new ones up from below to break more shields. Tanks please note that you can (and should!) pull these from the top platform. The spirits are easily viewable from up there and a taunt or some ranged attack will get them moving to the top of the platform where you can pick them up. If you run down to get them, you're putting yourself out of LoS of your healer and leaving the group alone to deal with adds.

Comment by Bandit439

Comment removed because after a second run through the fight, I no longer think the point I made was necessary.

Comment by lyom

Comment by hemmer

Kite! Just hot the group up and run laps around the outer edge of the platform. If you want to do it this way be sure to let the tank know to not try to tank the adds otherwise it defeats the whole purpose.

The adds move very slowly and so due to your healing agro they'll stay glued to you but can never get in range of you as long as you kite properly.

^ this

After a few unsuccessful, relatively uncoordinated tries, we had our resto druid kite them around the plattformDDs still killed the first few adds, until a Chain got bodyslammed, then heroism and killed the chain, alle the while I tanked and repulled Trolls to unbreak new Chains.

It should be possible for any healer, DDs shouldn't take any damage at all, since the spikes are easily avoidable, the Troll doesn't do much to a well-geared tank (which you should be when entering this instance)The one taking the most damage will be the healer him-/herself, definately have your group help you out with AoE-Stuns, Frostring, etc in case you get dazed.

Comment by Wirxaw

Is it possible to skip bosses and just kill him? Or he gets buffed like in original?Edit: thanks Hokuto.

Comment by Gell

It seems that in phase 1, it is possible to tank Jin'do with a warlock or hunter pet (the regular dps one, not even specced for tanking). While it has aggro, Jin'do does cast Shadows of Hakkar, but he never uses the special lightning attack that the buff grants him, thus the group never has to enter the Deadzone.

Comment by yarai

Before the fight, make sure you kill the two Gurubashi Spirit Warriors to the left and right of Hakkar. Each troll you kill will leave behind a shadow of itself, which you will use later in the fight against Jin'do.

Phase 1Pretty straightforward: pull him out of the Deadzone, get into it when he casts Shadows of Hakkar. He'll keep this up until 70% or so and then vanish. If you wipe on this phase, you deserve the most solemn of headshakes.

Phase 2The moment Jin'do makes a break for it, you'll enter the spirit realm and see three chains encased in Brittle Barriers. Each chain has 1.2M HP and needs to be broken to end the fight. The tank picks up a Gurubashi Spirit and brings him up while the rest of the group hangs out near the first bubble. Whoever gets targeted with Body Slam needs to run on top of the chains (the rest of the group can scatter) so the Gurubashi Spirit breaks the barrier upon landing.

Here's the thing: the body slam leaves behind a void zone that increases damage taken by 100% for players and NPCs, making it a lot easier to kill the Spirit and the chains. DPS should immediately focus down the chains and cleave the Spirit at the same time.

Rinse and repeat for the next two chains, alternating between Gurubashi Spirits on either side. I personally found no need to run and get the spirits in the far corners, as they will respawn after a short time.

Strategies that did not work for us:

Having one person on the chains, rest on killing adds (takes waaaay too long: the chains have 1.2M HP each and all the while, you're getting more small adds)

Breaking all the bubbles first, then killing the chains (takes too long, you might get overwhelmed by spirits, plus you miss out on the damage (de)buff)

EDIT: After a few months of seeing all manner of strategies employed to kill this boss, I suppose I should add a few more notes of interest.

You can see where the little adds spawn from. They appear as small, glowy/smoky orbs on the platform for a few seconds before phasing in-- they appear randomly and scattered throughout the platform, and spawn with increasing frequency (starts off one at a time, then two, then 3x). As a healer, you should avoid these if at all possible. As a DPS, you should be aware of where these orbs are popping up so you can hit the add as soon as it comes out.

Avoid the shadow spikes. The puffy, glowing donuts are not a DPS boost for you and should be avoided. You have several seconds to react before the spike lands.

If you miss a jump, kill the big add and try again. The Gurubashi Spirit's Body Slam timer is not random, and grabbing a fresh one means your tank and healer do not have to deal with higher stacks of Frenzy.

Comment by 45ak3n

Am i the only one who thinks there will be a hakkar raid in cata soon?

EDIT: yeye, downrate me b**tches, we'll talk about it again after 4.3 comes live (or maybe 4.4 who knows).

Comment by greychaos

For this guy i recomend you get a good healer and smart dpsHeals i recomend you kite the adds while the range dps picks them off of you (if you cant kite adds then you can stack next to tank and the tank can pull them/ but this method requires large amounts of healing on the tank)

DO NOT KILL THE LARGE ADD UNTIL AFTER THE 1 OF THE SHIELDS IS DEAD AND YOUR DPSING THE CHAIN(because of people not following advice i was on this boss for 4 hours went through 14 different dps 5 different heals none of them knew fight and none of them wanted to learn it)

and plz remember these arent wotlk dungens if your gona join be prepared for the longhalli choose to be illiterat

Comment by Omgomgesiuol

Interestingly enough, this guy seems to have no deadzone for Hunters.

Not a joke or anytrhing, I mean I was standing right on his face and had no problems still attacking him.Go crazy Hunters!

Comment by Wirxaw

Id you count the ammount of "baddies" who promise to deal with you later, and who do not show up, you really wont be able to do it on fingers.If Hakkar is still "active", he can affect the gameplay one way or another. Maybe a random encounter like Cata opening event. Maybe some quest or...well idk, minor appearance.If you remember, last time he was actually summoned by gurubashi trolls. Well, after 2 genocides, including amani trolls, I dont think they will summon him. (Okay, I will close my eyes on Nefarian, Onyxia and Kael'thas(and whoever else popped out of the grave)).Unless he will be reborn by someone else(doubt non-troll races will be dumb enough for that), or by Darkspear(if Vol'jin would finally decide to remove Garrosh), there is little(for me) left to theorycraft about your promising suggestion.

Comment by shadey81

this guy isn't really puggable with randoms. if you get a melee heavy group prepare to have alot of problems. ranged can sit on a bubble and still dps the other chains/shades while waiting to get jumped on.

Comment by pizzasummer

phase 1, dance with void zone.

phase 2, we pulled up the spirit only once. Dps spread out at each chain node. Instead of standing on the shield, stand very close to it, so when the purple spike spawns under your feet, you can just move inside the shield to get ready to get jumped on by the spirit.

Instead of dps'ing the spirit, we let it jump 3 times to destroy all 3 shields, while all dps kill shadow adds at this time.

Then dps and tank stack LOOSELY at one chain node, dps chain, aoe shadow adds. Shadow adds are a priority because they hit like a truck. Stack loosely so you can dance around the purple spike.

Rinse and repeat at other 2 chain nodes.

This is slower since you don't have the 100% dmg buff to the chain node, but it's way safer, and if tanks can easily pick up adds when people are close to together, healing is not an issue, as a healer, I didn't even lose mana with only il 354 gear and my group's dps is

10k, 10k,7k, 7k,

with tank being the 3rd dps.

Comment by Goats

Do not take these adds lightly. They hit like trucks. I was getting crit for almost 60k as a resto druid and anywhere from 20-25k on normal hits.

I didn't use the "kite them around" strat. What worked for me was stacking with your tank and having your dps stack up when the big gurubashi spirit is about to unleash his stomp. This allowed the tank to protect me at all times while the dps can still nuke down the incoming adds towards both me and the tank.

Comment by yarai

The strategy didn't work for us, but that doesn't mean it wouldn't work for other people (actually, it DID work for me, but with a much higher DPS group). :)

I've always been a proponent of making the best of fight mechanics, and a debuff that effectively cuts a target's HP by half (a whole 600K in a chain's case, 1.8M across all three) is something that's well-worth taking advantage of.

Comment by chartkov

Potential risk for DK's... I was tanking him yesterday and during a Shadows of Hakkar, popped my AMS thinking "Well, I'll just soak a little extra damage, get some RP." I think the AMS may have prevented the Deadzone from having the proper effect, because I promptly got totally nuked by the Shadows of Hakkar damage. Positioning was fine b/c the *first* Shadows hit (before I popped AMS) was normal, then after AMS the damage was huge.

Might have been a random glitch... Planning to confirm when I'm not in a PUG (dying in phase 1 is a little mean to a non-guild group!), welcome anyone else that might have seen this.

Comment by Gone

Zul'gurub was merley a setback...

Comment by Agetro

Who gets affected by the deadzone? I just had everyone stack inside the bubble the entire first phase with no problem. We had a SPriest and healer who would go in and out the bubble and run in when he casted his buff. Me Warrior and Hunter stayed inside.

Comment by nailgun80

Hey! Grats, mon!

Edit: Obviously people haven't done or been able to do Mandokir, guessing from the downratings.

Comment by AnimatorSD

This boss is hard for spriest to do as we only have a couple of weak instant cast spells we can use during first phase. As for the adds, which spells do we use? I have been using DP then MF. It does not seem to help the group much.

Comment by Zandranas

Friendly tip for any DK's out there. Don't use AMS in p1 when inside the bubble. I know it's a bit ingrained now when you see shadow dmg ticking and you think "ooh free RP" You lose Jindo's AMZ and then you get 1 shot by Shadows of Hakkar.

Comment by mungojerrie

Fairly simple, two-phase fight.

Phase 1Your group will be fighting only Jin'do during this phase. It's more or less a tank and spank except for one spell. Jin'do will periodically cast a spell called Shadows of Hakkar. This spell hits very hard. To avoid the damage from this spell, all members of your group should run into the green bubble that Jin'do puts on the ground. This bubble will reduce all magic damage taken by 90%, while also significantly slowing casting speed. The spell pulses three times, so make sure you stay in for all three pulses, else you will just be throwing away your healer's mana and risking death.

Phase 2Get's a bit more complicated here. It will seem very, very hectic at first, but once you break down the basic mechanics and work out your roles, this phase shouldn't be much harder than the first. You will enter the spirit world at this point. You can see Hakkar is held by three sets of chains. The goal of this phase is to destroy the three chains and free Hakkar. However, the chains are immune to all attack. What to do?

The first and most important mechanic to address is the shades that will be spawning. These should be the number one priority for your DPS to kill. They hit extremely hard and can quickly become overwhelming in their numbers if left unchecked. On the flipside, they have very low health (1-2 hits can take care of them easily) and will pose little threat as long as your DPS stay on top of them.

The second mechanic to look at is the main one of the fight, although it still takes backseat to keeping shades at bay. The three chains I mentioned earlier need to be killed in order to finish this phase and defeat Jin'do. In order to make these chains vulnerable to attack, your tank needs to pull one of the Spirit Warriors (large troll berserker mobs on the level below you) up to the main platform. When one of these is engaged, everybody should stack on one of the chains. The Warrior will jump to a random player and this attack will break the shield on any chain in range. After the Warrior breaks a shield, I would recommend killing it, as they do hit quite hard. Once you've killed the vulnerable chains, bring up another warrior. Rinse, repeat.

The final mechanic you need to worry about is the shadow attacks raining from the sky. These will place a whitish pulsing effect on the ground where they will hit (similar to the fireballs on Halfus) and should be avoided, as they will hit you for ~60k+.

All in all a pretty simple fight that can turn into an absolute snafu if your group doesn't keep level heads and stick to their roles.

Comment by Bandit439

On a second run through of the dungeon it became clear what was going on and that the damage we took was probably from stepping out of the bubble prematurely before Shadows of Hakkar had finished pulsing, but I still maintain this phase of the fight feels completely pointless because it is possible to ignore the mechanic entirely. If the tank pulls Jin'do into the bubble and all members of the party get in the bubble as well, everyone can stay safely in the bubble and take minimal damage and the the group will, within a minute or two, do enough damage to force the fight to Phase 2 which has nothing to do with Jin'do really and everything to do with the chains.

If they wanted this to feel like a more important phase it seems like they should have made it so he enrages or something if you don't force the change to phase 2 fast enough.

Comment by Trisul

90% of our wipes consisted of the healer (me) dying to shades. They hit HARD. So healers have to be prepared to move (earthbind/frost trap help) while tank/rdps pick them up and kill them. Seriously, keep them off your healer, it's the whole group's job.

9% of our wipes were because people left zones too early. Stop that.

Final piece of advice: A slow and deliberate approach to phase 2 is ideal. Controlling adds is the most important aspect of the fight.

Comment by rayleitayt

With the new added feature of pugs to attempt to keep different armor wearers in groups I haven't really seen an all melee problem. I guess it could happen but just saying I haven't seen it yet and shoudln't be too common of an experience now.

Comment by AeroKargath

The strategy that we've used several times now for ph2 in pugs (and it's worked with one shots every time) is as follows:

Tank grabs a zerker. All players get near a chain (avoiding fire) and focus on killing spirits. When no spirits are around they can then kill chains. After chain is vulnerable tank gets next zerker for the next chain. DPS still focused on spirits. Repeat until third chain is vulnerable.

When all three chains are vulnerable, pop any CDs and kill them. Healer chills out near the middle area and the tank picks up all of the spirits.

We found this way was easy in preventing healer damage/death and ultimately getting the chains down quickly (No, you won't get the spirit buff but neither will anyone be taking any damage so it really doesn't matter.)

We actually found this to be faster than killing chains one at a time (I usually have to wait a few seconds for the third zerker to spawn.)

This also makes it a bit easier on the tank since they can completely ignore the spirits and the healer won't have to worry about getting facerolled while doing their job (which seems to usually be the problem.)

Comment by Dzonatan

A tip of mine to make this fight less stressful.

If you are tanking this then dont be hasty and pull another spirit once the current one dies. Instead wait for the rest of the group to kill of the chain first and clear up some adds. This spares a lot of confusion and gives DDers much more time to burn down the chains and get to the next ones.

Comment by redsunrising15

Should be renamed Jin'do the Pugbreaker

Comment by bludwork

This is very easy if you have a paladin tank. Because adds aggro on the healer sometimes you wipe to healer being overwhelmed.

#showtooltip hand of protection/cast hand of protection

#showtooltip righteous defense/cast righteous defense

use the first when when healer is in trouble, the 2nd one spam on cooldown.

Comment by Frau

I've successfully tanked, healed, and dps'd Jin'do. I've done it with puggers, with guildies, with vent, without vent, with high dps, with low dps. And with many wipes. Here is my take, which mostly agrees with above comments:

Phase 1: If the group is inexperienced and there is at least 1 non-caster dps, tank Jin'do such that everyone, even the boss, is inside the bubble. Don't bother moving anywhere. It's a slower burn, but completely safe and there is minimal damage. One geared rogue/plate dps can easily take Jin'do to 70% and leave your healer with 95% mana using this method.

Phase 2:: Add management is key, as the vast majority of damage is done by them. Here are the role assignments I always recommend. This is per chain once they are ready to be dps'd (shield down). Using this method for Phase 2, I've taken even low dps or mistaken ridden puggers to completion.

FIRST CHAIN:

1 dps (ranged) - 100% dmg on the adds

1 dps - 100% dmg on the chain

1 dps - 100% dmg on the chain

tank - 100% tanking the berserker

SECOND CHAIN: (this is where the battle is decided)

1 dps (ranged) - 100% dmg on the adds

1 dps - 100% dmg on the chain

1 dps (pref ranged) - 75% on the chain - if there are a lot of adds up and they are getting to the healer/tank, switch dps to the adds to help out. If adds look under control, destroy the chain. When in doubt, ADDS > CHAIN. Always. Chains do no damage. Adds kill. This role is critical because your judgment on how well the fight is going can turn the tide from out of control to winnable, and vice versa.

tank - 75% dedicated to tanking the berserker - but as the dps above, you can pop an add if it's getting to the healer.

THIRD CHAIN:

all 3 dps: use every cooldown and burn the third chain as hard as you can until you die. Ignore tank/healer.

tank/healer: kite the adds around the platform. The adds walk very slowly, so throw some heals/taunts to get as many chasing you as possible. Then, run around the back of the platform, behind the building Jin'do stands in front of, and come around a full circle. Most often, the dps will have the last chain destroyed by the time you get back. Priority is to protect dps so that they can destroy that last chain.

Notes on the adds: they have only 28k health, but hit for that much on a non-tank. It's physical damage, but shadow, so shadow resist is extremely helpful. Also, they seem to spawn faster after the 2nd chain is destroyed, not as time goes on. (would appreciate verification on this)

Notes on berserker spirits: there should be zero dps on these. Even an entry-level tank can solo these to death, and probably will. Also, while missing a jump is bad, but it is not worth it to pull the melee dps off the chains to move to a shielded chain. Only the melee dps should be allowed to miss a jump.

When the third chain is destroyed, the fight is over. Collect loot. GG.

Comment by Iroared

On phase 1 it takes no time to quickly move the boss outside the bubble and stand on the edge yourself, however most tanks don't seem to think of it.Ghosts are immune to turn evil, but holy wrath is pretty handy here.

Comment by Syncness

Boss isn't affected by the bubble, and tanks don't have much to cast (literally) nowadays.

did I say something wrong? o.o

Comment by Parrky

Just did this through without any healer until the last chain lol, Blood DK tank, frost DK/Hunter/mage DPS

Comment by Yawhatever

If you are having trouble with spirits, it means dps are either A. retarded, B. misinformed, or C. both.

There are 3 or 4 strategies that work, but for purposes of pugs that are failing, ive found this works the best. This fight is easy when everyone is on the same page. It very much IS puggable.

phase one is a joke, so i wont touch on that.

Yes, ranged dps make Ph.2 in this fight easier, but regardless of your group comp, you can simplify ph.2 to your Pugs by simply stating the following 2 sentences (assuming that they have all at least seen the mechanics & have an idea about WTH your talking about in the first place)

Dont break multiple bubbles, or pick up another spirit warrior until the open chain, and most or all of the current twisted spirits are dead

Assuming that your tank can do something as simple as aggro incoming spirits off the healer and everyone can manage to move 2 yards to the side of the bubble when theres a flashing white cloud underneath them so they dont get hit by the shadow crash, i promise you will win this fight.

*also note that makeing sure people stand at the edge of the bubbles and NOT directly on top of them while waiting for the body slam is very helpful for 2 reasons. 1. it makes sure that the void zone is off centered when its placed so that melee can actually dps the chains without standing in bad things, and 2. it makes it easy to see and avoid the white clouds underneath people while waiting for the body slam while still staying close enough to the bubble for the body slam to break it.

again, i realize this is the "slower" way to do this encounter, and also only 1 of about 4 different methods. personally i would rather break all the bubbles as quick as possible first.... but for myself at least, this strategy seems to be a huge time and gold saver when using the random dungeon finder for this instance.

Comment by Tzunami

This strat should keep the fight smooth and controlled throughout, without too much chaos or danger to either tank or healer.

Before the pull, kill both Gurubashi Spirit Warriors on each corner next to where you start. Mark your tank and your healer. This makes phase two easier.

Phase One:

Pull Jin'do, and begin to beat on him. When he casts Dead Zone, the tank should back up until Jin'do is well out of it, then run through and turn, so that he is just back inside the bubble, and Jin'do is still outside.

When he casts Shadows of Hakkar, everyone should move inside, including the healer, as the damage will otherwise likely kill them.

Rinse and repeat, until 70% hp, when Jin'do runs off and the group enters the Spirit World.

Phase Two:

This is the hard one. You will now be faced with three Hakkar's Chains, each protected by a Brittle Barrier that makes them immune to normal attacks. These barriers must be broken one by one, in order to allow the group to damage the chains themselves, and once all three are destroyed, the encounter is complete.

These large adds are taunted by the tank one at a time and used to break the barriers on the chains with their Body Slam, allowing the group to dps them. Be wary of the purple zones left behind - they increase damage taken by 100% whilst inside. This is dangerous for the tank especially, but also helps dpsing the barriers. The large adds become more dangerous over time, due to a stacking buff called Frenzy. If one is left up for too long, it will kill the tank.

However, in addition to this, there is a constant rain of slow falling Shadow Spikes, which look like the familiar Shadow Crash missiles. Where they are going to fall is marked by a pulsing white graphic, so they are easy to dodge if one is keeping an eye out for them. Note, however, that if they hit a non-tank whilst in a purple zone, they will one-shot you! Be extra careful in there!

Lastly, there is a steady stream of annoying Twisted Spirits coming onto the upper platform from the lower edge. They almost always aggro to the healer, and can become a real headache. They only have 29.4k hp, so can easily be killed, but melee VERY hard - 40-60k hits. Ignore them for too long and they will soon overwhelm the group.

Strat for Phase Two:

As soon as phase two starts, the tank runs to taunt one of the big Gurubashi Spirit adds, and drags him to the nearest Chain. The healer stays close to the tank at all times, for protection from Twisted Spirits. The dps split to stand on the other two chains.

Be sure to ALL stand close enough to the chains so that when the Body Slam comes, it breaks the barrier on the chain the group member was standing near. Do NOT however stand motionless and get hit by a Shadow Spike.

As soon as the Body Slam goes off and the barrier is broken, kill the big add asap, to prevent stacking of frenzy killing the tank. Once he is dead, this frees the Tank to run around picking up and killing any Twisted Spirits around, whilst the dps destroys the unprotected chain.

When this chain is destroyed, the tank goes and taunts a second big add, dps continue to kill Twisted Spirits, everyone avoids Shadow Spikes.

Once the big add is up on the platform, the cycle starts again. Tank, healer and big add on one protected chain, dps on the other until body slam goes off. Avoid purple zone, kill big add, destroy chain, clean up small adds.

And once more for the last chain, with everyone stacking on it for the slam.

Additional notes:

(i) It is possible to keep one big add up for two body slams (even three if you are super-heroes) - just be aware of the extra damage on the tank - well-geared groups can handle it, but the safe way is one at a time.

(ii) The big adds respawn at the corners, so after taunting and killing two, you will find a third has re-appeared.

(iii) Dps need to be constantly aware of the number of small adds at any given time. If they get more than 3 or 4, STOP all other attacks and clean them up, or people will start dying. However, do NOT move away from a chain whilst waiting for a Body Slam. If the Big add does this to someone standing in a useless area it is a great waste and prolongs things for no reason. There is plenty of room to dodge Shadow Spikes without straying from your chain. Target and attack small adds with ranged abilities only - let the tank pick up the ones on the healer (who should be stacking with the tank for this reason).

(iv) There is no need to rush. Failures come from trying to destroy the chains too quickly, and ignoring the mechanics in doing so. Rushing means:

1: Frenzy stacks on the big add and kills the tank.2: Twisted Spirits overwhelm the group, particularly the healer first.3: People are much more likely to get hit by Shadow Spikes.

(v) Note the two low walls on either side of where Jin'do stands before the pull. They can cause LOS issues for a healer, so try to stay away from that area.

(vi) Dps CAN focus first on the unprotected Chain to take advantage of the 100% damage buff, before killing the big add. Doing this however makes people more at risk of a Shadow Spike one-shot, and allows more small adds to accumulate whilst the tank is still busy with the big one. I would advise not to, as there is no reason to rush, and keeping control of the encounter is more important, particularly whilst first getting the hang of it.

(vii) Body Slam gives a few second warning of who it will hit by placing a Blue Arrow over their head - watch out for it and use it to your advantage. Spirit Warrior's Gaze

Comment by connar

Pugged this yesterday, All ZG virgins after 5/6wipes it was a breeze.

Phase 1 is a joke.Phase 2 Tanked grabbed a big add dragged it to the chain that I was stood on, Healer and 2 ranged where stood on a different one so they can still do dmg to adds/chain (when it bubble bursts) and if there are targeted with slam, a chain still gets broken on.As Arms Warrior I nuked the chain let the range worry about the little adds and looking after the healers back.Did the same on the second chain. 3rd chain all stacked on it used all our CDs and it was done.

Our wipes where caused by healer deaths and standing in the bad stuff or not on the chain.People not paying attention to where they stand, either not on a chain when the slam is incoming or religiously standing on a chain and not avoiding the big meteors that do nasty nasty damage. simple case of looking after your healer and being stood in the right place at the right time.

Comment by spillmind

no drops for caster dps. not worth killing as a mage or warlock unless you need the staff. i always drop group because this boss is a pain and not worth my time.

Downraterhaters go!

Comment by thomasuwoo

Just thought I'd add the way my guild does it when clearing, not sure how well it'd work in a pug but we don't have any problems with him since trying this strat.

PHASE 1You know this. The only thing we might do differently is Pulling Jin'Do to the east corner.

PHASE 2. As soon as we hit this all DPS and the Healer run to the Eastmost chain (We get this first cause it can cause LOS issues with the healer later) The tank simply peers over the edge and as soon as the big guy is targetable pulls him with a ranged attack. (Save a taunt since sometimes the healer may pull agro while He's coming to chain)Make sure your group is standing AROUND the chain and not on it or you're bound to get a Shadow Spike on it. While waiting for the big guy to body slam ranged shoot sprits while melle dps bring big guy to around 50%As soon as he body slams the player targeted stands on the chain. Once the barrier on the chain is down DPS the chain while using cleave type abillites to finish off the big guy as well as any sprits that are kited through the zone. The Extra damage from being in the void zone left by the big will ensure both chains and adds will die fast.With our group as soon as the big guy dies (usually in about 10 seconds) the tank goes and fetches the next one. If the chains are not yet below 40% you might have to wait a few moments.As soon as the chain is down the rest of the group moves to the next one. While waiting (Though if it's timed right you won't be) pick off any sprits that get too close. Same deal, Stand around the chain, targeted player runs in.

As soon the next body slam is done we pop our bloodlust/timewarp/hysteria and our healer brings any remaining sprits he's been kiting towards the chain so we can AOE them down while killing the chain. We never try and get them all, but the bigger dent we can make in their numbers here the better. You can choose to ignore them and just focus on the chain if your heals is good at kiting them, just make sure you kill the big guy.When the chain is about to break the tank pulls the final big guy (The first one he pulled will have respawned) to the final chain with the rest of the group.

Same deal, Stand around the chain, targeted player runs in. At this point I recommend the tank use his aoe taunt to pull as many adds off the healer as possible and pick up any more that spawn. Bloodlust will still be in effect and dps should have some CD's left so the last chain won't last long. Just focus on buying time as there will be alot of adds at this stage.

Side notes.DODGE THE AOE. Nobody should be getting hit by this. And if nobody does the healer can focus on kiting adds.USE SLOWS. Ring of frost, Frost trap and Earthbind totems can make the healers job kiting much easier. KILL THAT BIG GUY! He's quickly generating a stacking buff that really lays the hurt on the tank. A healer having to stop kiting to heal the tank can easily die. As long as the big guys dead soon after he stomps the damage he causes won't be an issue.KITE ADDS THROUGH THE ZONES. They'll get cleaned up by cleave abilities.

Comment by blasterus

This fight is actually incredibly simple when you follow a simple strategy. P1 is ignorable. During p2 follow a few simple rules and it's cake.

First grab a big add. Everyone should gather in an area around the SAME chain. This makes it easier and quicker for all dps to nuke the chain down after they kill the big add.

During this time the tank can deal with the very few adds you have. Once the chain is down or just before the tank will grab a new big add and everyone will gather around the next chain killing adds. Rinse and repeat very easy boss.

So Break chain>nuke big add>nuke chain.

Tank deals with the very few adds while the chain is being nuked.

I shouldn't have to say healers do not stand still complaining you have adds on you but there.. I said it.. move around please healer guy:D

Comment by Gone

Dont look so smug mun, Zul'gurub was merley a setback, a prelude to a much larger plan... did you really tink da masta would trust da future to some insane iron jawed mongral?

*laughs*

No mun, he was just a pawn...

Comment by Whatadorc

I was stuck on this boss for almost 4 hours, and went through i dont know how many tanks and healers with different strategies. We tried the "breaking all the bubbles, then killing the chains", "the one by one technique", and the "healer kiting the adds technique" and they all failed miserably, until we changed the one by one technique.

~~~~~~~~~~~~~~~~~~~~~~~~~~

My Group: Bear Tank, Rogue, Warrior, Mage(me), Pally healer

Phase 1:This isn't what you should be having probs with

Phase 2:What we did was have the tank bring up a warrior while all 3 dps and the healer stay by one chain...the warrior body slams over to us, breaking the barrier and putting the void down that increases all damage done to players PLUS npc's(including chains, troll, and spirits)

******CHANGE - We all stayed in the void including the tank, we had two single target dps(rogue and warrior) attacking the troll first to down him, and then attack the chains to down the chain BEFORE the void goes away, or else the chain is hard as hell to get down. The strongest AoE DPS(a frost mage) was spamming Blizzard in the void zone to take care of the spirits as they entered the void, while the tank(druid) was spamming his AoE threat abilities and the healer was spamming AoE heals since the group will also be taking 100% more damage. On the other hand you MUST watch out for the missiles being launched on the ground, because they will one shot you in the void.

After you down the troll and the chain is about 10-15%, the tank should begin getting the next spirit to bring up and repeat the entire process on the 2nd chain(POP BLOODLUST NOW)....and then repeat on the last chain(POP ALL REMAINING CD's). While waiting...make sure to pick off any remaining adds or adds that are getting too close.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Why we chose to do this was because while ur in the void...the definition of doing 100% more damage means that if you do 1 damage to a mob, they take an instant 1 damage from the same attack....so if you do 3k to a mob, you actually do 6k because of the damage buff.Enemies - HP(outside void) - HP(inside void because of 100% more damage):

Comment by CullinS

<Jin'do the Pugbreaker>

Comment by Edymnion

Wow, no wonder I've had fail groups where heals died on the opposite side of the platform. Kite the ghosts around, really? Thats downright suicidal. And trying to bodyslam all three chains before taking them out? Thats even worse. I know it says "if you're taking too much damage from the spirits, then do them one at a time", but honestly that should be your default strategy from the start.

Phase 2

1) Mark a kill order on chains. Doesn't really matter what order you pick, although its generally easier to mark the one closest to the troll spirits as skull, middle as x, and leave the farthest one for last.

2) Tank goes down to pull one of the troll spirits while everybody else (heals included) stacks on the marked chain.

3) Avoid the white cloud rings on the ground while staying as close to the chain as you can.

4) Once someone is targeted for the body slam, they stand directly on top of the chain bubble, everybody else scatters out.

5) After bodyslam, burn the troll, then the chain. Heals is to stay on or near the current chain at all times so that the DPS can AoE the spirits off them while still hitting the chain.

6) Once the chain is broken, repeat steps 2-5.

Do not try to unshield all of the chains before you burn them, and do not let heals run around like a chicken with it's head cut off. Everybody should be stacking on one chain at a time, and burning it down with as much AoE as possible. This makes it easy to pull spirits off heals, and for heals to use AoE healing/damage reduction (Healing Rain, Power Word: Barrier, or even just keeping in range for easy Lightwell clicking).

If you are still waiting for the troll to bodyslam, or waiting for the troll to be pulled up, it is not acceptable to run off to hunt for spirits to kill across the platform. You should all stand next to the currently marked chain and wait for them to come to you, then DPS/AoE them down.

If you are off by yourself, odds are that you will die.

Comment by adamtodd6

I spent 2 hours on this guy last night, replacing about 10 different people and we didn't defeat him. I almost shot myself!

Comment by spillmind

downrate me all you want.

this boss is not worth the time and effort.

period.

Comment by Gone

Lol you can tell how hard this fight is for pugs and baddies by how many comments are voted down

Comment by fuppylodders

is there some sort of debuff that stops the tank receiving heals? im happily healing away then all of a sudden at some point, he doesnt get my heals, yet he could be right next to me... i cant pinpoint anything in particular that is doing this...?

Comment by Thuglax

ADVANCED TIPS

The above strategy is mostly what you want to follow. If you are having some trouble, here are some more tips to make this fight easier.

Phase 1

Keep everyone in the Deadzone the entire time. I know this isn't popular with casters, but frankly this phase is extremely easy. The only thing that can go wrong is if someone is caught outside the Deadzone during Shadows of Hakkar. Even if you are a heavy caster group and this phase winds up taking several minutes, you should still exit it with capped health and healer mana.

Phase 2

Stand NEAR, but not ON the bubbled chains. The bubble makes the Shadow Spikes that Jin'do throws hard to see incoming, and they can force you to move away at the wrong time. Stand just outside the bubble, and when you see the arrow over your head, move into the middle of the chain.

No DPS should ever attack a Gurubashi Spirit until the 3rd bubble is broken. Some of the comments here imply you need one Gurubashi Spirit for each bubble broken, or that there is some benefit to killing the Gurubashi Spirit during each chain killing. This is wrong, the same spirit can destroy all 3 bubbles. Killing them is just a waste of DPS. In fact, once the Gurubashi spirit is down to 10% or so and the tank can never lose aggro, he can turn to killing chains.

After the first bubble drops, 2 DPS should focus on chains with 1 ranged DPS on Twisted Spirits. Many of you will have trouble keeping up with the Twisted Spirits, and will want to put more DPS on killing adds. This is a mistake. The Twisted Spirits will keep building up no matter what you do. If you wait for them to be gone to DPS the chains, you never will.

After the 3rd bubble drops, all 3 DPS should kill the Gurubashi Spirit and then turn to chains. This means no one will be killing Twisted Spirits, and the healer will be kiting the adds from then on. Frankly, there is nothing you can do to avoid this. Unless you have raid-level DPS (and you aren't coming here for tips anyway), you simply cannot keep up with the adds forever. (The Gurubashi Spirit dies first before chains because the healer is now unable to keep the tank healed. He has to run!)

Comment by Shadewarp

Confirmed, hunters are not affected by the +90% cast by deadzone.

Comment by Happyrotter

As a warrior you can use Spell Reflect on Shadows of Hakkar and hit Jindo for ~150k.Pumps threat and shortens p1.

Comment by freebeef

there seems to be a lot of disargreement as to exactly how this boss should be done, break all three chains at once or break them one at a time. Breaking all the chains at once works great in good groups, but if you're in a low dps or melee heavy group, breaking them one at a time is better. A few reasons you may not be aware of:

The debuff left behind by the body slam increases damage taken by 100%, and most importantly, applies to npcs as well. The debuff does not last long however, but long enough to burn down a chain very quickly. Less time spent on chains = less time for spirits to spawn, which is very important if your group is low on dps. If they can't kill chains very fast, they can't kill spirits fast, and you want as many shortcuts as possible. Breaking shields on all three chains at once would eliminate the debuff on all but the last chain.

The Gurubashi Spirit has a stacking buff, Frenzy. Killing them before each chain break helps your healer out, and also ensures that a second body slam doesn't hit your melee heavy group that's already on a chain. Bringing the second one out just before a chain dies helps your melee get in position for the second chain. If you are a melee dps and you know and trust your tank, you can dps down the Gurubashi Spirit to low health so the tank can quickly finish it off as the shield breaks (you can't do much as melee with no shield up anyway).

The only bonus of breaking all the chains at once is that it is much simplier to do. If your group have plenty of good, competent, ranged dps, you can do all three no problem. But honestly, how often does that happen in dungeon finder :p

TL;DR - Use all chain strat if you have a good solid group, use one chain strat if your group is low dps or melee heavy.

Comment by MickeyFinn

This boss is hard for spriest to do as we only have a couple of weak instant cast spells we can use during first phase. As for the adds, which spells do we use? I have been using DP then MF. It does not seem to help the group much.

Mind Sear on the healer helps much more than single targeting the adds in P2.

Comment by Lysimachia

Don't bother dotting the adds too much as a shadow priest. Mind Spike and Mind Flay kills them faster.

Comment by Bandit439

They ought to call this guy Jin'do the Groupbreaker. Seriously, I've never seen so many random groups fall apart as I have on this guy. It seems like I'm always having to call in guildies to help finish the dungeon after people drop.

Comment by witteafval

Leet druid healers who use lots of HoTs and are good at kiting are welcome to use that strategy if it works for them. For everyone else I recommend staying close to the tank so he can aggro the adds. In the groups I've been in, the healers who run around and do what they want end up getting themselves killed along with the rest of us, every time. But when the healer follows the tank around and the tank uses all their available AoE threat abilities, things go much easier.

Comment by qwerasdf4321

A tip for Shammies, use Earth Elemental and Fire Elemental totems if you find yourself being overwhelmed by adds. They won't last too long but enough for you to have some breathing space. Stoneclaw helps as well.

Comment by Belteshazzar

I just had a group that was having difficulty killing the adds and the chains taking one berzerker per chain (though we didn't realize that the slam debuff increases damage taken, so maybe if we had focused better, we would have gotten them down). We decided to try clearing all three chains with one Spirit (dk tank and holy priest, fyi) while the entire group focused on the adds. I ended up popping icebound fortitude before the third slam, but I'm not sure it was even necessary. Once all three were down, the Spirit had about 20k health from my whittling him down with death strike for heals. After the Spirit and all three shields were down, we had basically a clean slate of adds, so the (undergeared) frost mage stayed on the adds while the kitty druid and enhance shaman took the chains down.

I'm interested in seeing how future group compositions do on this boss, because it seems like the different strategies would be effective going down to the strengths and weaknesses of the individuals, not just general quality of the group as a whole.

Comment by Belteshazzar

I can at least give anecdotal support to adds spawning faster per chain. I wasn't watching for it, but I remember noticing a large wave of adds after the second chain went down. Maybe there's another mechanic I'm missing, but it's something to watch for now.

Comment by sorsa

The tank stood longer in the Deadzone (green bubble cast by Jindo in P1) than necessary, tell your tank to leave the bubble as soon as Sahdow of Hakkar is over.

Comment by Ordovician

Big up Biggus for the breakdown!Rate this up so PUG's can actually complete this otherwise butter instance. No nonsense strategy that actually works. Use it.

Comment by Frau

By now everyone's seen this boss and just wants the summary on Phase 2, so here's the P2 strategy that most players agree on now, and even helps low dps and bad pugs 1 shot him:

Except for Steps 3 and 4 below, all dps is constantly killing adds, with focus on protecting the healer.1) tank pulls up a troll2) troll's jump breaks the bubble3) all dps kills the troll4) all dps destroys the chain5) all dps returns to killing adds

Rinse. Repeat.

While working on the last chain, the tank and healer will kite the adds around the back of the platform.

Comment by N0VIS

I had to do this, downrate at your will...

"Don't look so smug, I know what you're thinking. But Zul... last time was merely a setback. Did you honestly believe I would trust the future to some giant, soulflaying, Gurubashi troll god? No, he was merely an instrument. A stepping stone to a much larger plan. And it has all lead to this. And this time, you will not interfere."

Comment by LeminaAusa

Pallies of all specs: your holy wrath stuns the spirits since they're undead. Make use of that if there's a couple nearby.

Comment by xeiron

For god sake, guard the healer! If you are expecting the tank to guard him, suck it, hes trying to get the berserker!

Comment by LafinJack

FOR THE LOVE OF DOG IF YOU IDIOT FACEROLLERS DON'T KILL THE ADDS I SWEAR TO SAGAN I WILL SHOVE THIS TOTEM UP YOUR ASS

Comment by igotitb4you

If you're a paladin you can spam Righteous Defense on the healer, trivializing that portion of the fight.

Comment by Eldente

I've been wondering...does killing Jin'do actually outweigh the fact that we free Hakkar?

Comment by haivu99

As a priest healer, I found what helps with Phase 2 is:

Avoid the ground dots.

If you see adds coming for you, run around so that the adds must go through a dps/tank to get to you. This way, the dps and tank can pickup the adds easier.

Comment by Hashupa

His daggers must be gorilla-glued to his thighs or something, because I never see them drop!

Comment by Fwibbles

With the influx of incompetent puggers via the Random Dungeon system, this boss has taken Ozruk's title of .

Comment by Zyliah

I've tanked, healed, and DPS'd this fight a fair bit, and I want to make a few comments above and beyond the general strategy discussion.

Tanking: People have different preferences for whether the strategy should be one jump or multiple jumps per zerker. I strongly advise one jump per to ease healing, but as a warrior (and presumably as a druid) this strategy is more viable because I can charge a zerker who jumps to another chain and keep him in the debuff circle. For a pally or DK, sitting on a chain and not killing the zerker unless he jumps on the tank's location is a more reasonable strategy. But if the zerker is in the debuff zone, then he should be killed, period. With the zerker down, the tank should help beat on the chain while the debuff is up.

However, while primary responsibility for adds falls on ranged DPS, tanks who can punch out enough damage through AOE to kill adds should grab a few at a time when the debuff drops off the chain. I've occasionally seen a paladin tank who can aggro several ghosts and survive for a while, but this fight requires a high degree of self-sufficiency with regards to having threat on ghosts. As a warrior I can slap ghosts one at a time and back away before they turn on me and avoid hits, then use TC and shockwave to mow them down. I can take out 3-4 in no more than six seconds. I don't know how viable this type of idea is for other tanks, but if you can do it it's immensely helpful.

Healing: I have a priest, so I deeply envy you damn druids and shamans. I also understand the frustration of tanks and DPS when healers go running everywhere; I've been guilty of that myself. But priests are in a tough spot, because without some sort of AOE cc we need to get a head start on ghosts or else we're going to get stomped. As holy I can use Body and Soul to help out, so I imagine it's worse for disc priests. If we stand near you and those ghosts are getting close, we really do need to get some distance, because if we get hit once we're probably going to get hit several times.

Obviously it's on us to see when you do get aggro or the ghosts die so we can focus back on healing the group and being in position for a jump. But try not to hate too much on priests (maybe paladins too) who are off and running at the drop of a hat.

DPS: Contrary to popular PUG opinion, one hunter, even with decent gear, is not going to kill the adds single-handedly. If the group is one hunter and two melee DPS, then the hunter has clear primary responsibility for the adds, but it's much more effective if the hunter pumps out damage on a debuffed chain and then the melees try to punch out a few ghosts on their way to the next bubble. Hunters can be very effective with multishot, but the only way that happens is to get them gathered, which means the healer has to do some kiting. And if they're gathered, everyone can do some AOE damage to reduce the number of multis- and thus the amount of focus- the hunter needs to drop on them. If it's enough to kill the ghosts, even better (an arms warrior can rip Bladestorm at the edge of a pack and destroy most while being in position to spin away if s/he pulls aggro sooner than expected).

If anything a hunter's main responsibility needs to be dropping frost traps, even above and beyond ghost kills. Likewise, anyone with an AOE root or snare needs to use it liberally. That's how multishots, blizzards, rain of fire, etc. get the job done. And since the main issue with pickups is slow reaction time (aside from laggy brains, which you can't do anything about), plenty of snares help them more than anything.

Comment by Jessia

After reading all previous 81 comments I didn't see anyone mention the way I have learned to salvage this fight as a tank. I do mean salvage....I had three dps in my group all under 8k sustained.....one was doing 4.5k as elemental.

For phase 2 if you have teribad dps it is honestly easier to simply break all three chains out before dps even starts in on them. They might get a bit of damage as you finish off the berserker but its actually not critical.

Its important to communicate to the mouth-breathers before hand but just follow these simple steps.

1) Don't fail phase one by having your dps stand outside the shield and dieing.2) Enter phase 2 and have ALL dps switch to adds while you bring up first big guy.3) Let him slam a barrier down then kill him real fast.4) Grab another big guy and repeat till all three chains are broken open and quickly kill off the last berserker.5) Now the failtastic dps can switch to the chains and have all three swarm one and bring it down while you then tank all the adds. Yes.....tank the adds.

If you can convince the healer to stand behind you in a corner, all the adds will bee line right into you leaving the dps to work down the chains...eventually. As a warrior I can one shot the damn ghosts with a shield slam, 2-3 shots with revenge and cleave and if too many show up, shockwave them down and let rend tick them down while you and your healer run away. This can seem like an eternity but it does work and only depends on the dps to stand on chains and dps adds down......something you can teach to 5 year olds.

Comment by Dragon007

From the healer's perspective:

Easy fight in phase 1. So long as folks work the bubble, it's all good.

Phase 2, it depends on your mix of range/melee. Melee are gonna take the worst of it. When he slams a shield, the melee are gonna want to get into the area to hit the chain. More often than not, they can't avoid standing in the purple circle and they take damage. Be ready to heal them up.

Ranged should be working the adds, so watch for the occasional heavy hit. It won't be smooth damage. Once you start on the third chain, be ready for your inevitable death.

The little smoke circles on the ground are where meteors will hit. Move.

Once the third chain is exposed, every add in the place will come after you. If you can drop your aggro table (pally bubble?), then do it. Won't save you for long, but hey, every second counts.

I've heard that you can kite the adds. I've never tried it, so I can't say. Might work. I've also considered putting myself on follow with the tank and just using instant heals. Don't know. Either way, you don't have much time left, so rip off any HOTs you can and try to pull the adds far away from the group before you die.

What goes wrong: Players stand in the purple circles while attacking the chains.

What to do: Be aware that melee players are going to do this. At the beginning of the fight, ask the tank to try to make the slams slightly offset from the shield. If that doesn't work, there's nothing much for it than to heal them best you can.

Comment by WHZs

(Useless post now D:)

Comment by Veratus

An often-frustrating fight when in a pug. If you're wiping, I've found a reliable way to complete it is to have everyone stack on a single chain. Having everyone pick a shielded chain just wasn't working for us as players would get agro on the adds, they'd move to avoid and then the big add would target them for a bodyslam! Annoying as hell!

Get everyone to stack - that way all of the adds are rounded up and the tank can pick them up.

Comment by Khuon

"Jin'dos: the Freshmaker."

Comment by Tenderbelly

"Your receipt, is unredeemable, Jindo! You spit in the face, of our return policy!"

Comment by Delrey

I really thought some reference to Richter Belmont were about to pop up.

... What ? Blizzard loves doing these, right ?

Comment by Archangel76

People make this fight much harder than it needs to be.

The fight is all about add control.

First Phase - Dps the boss down. When he creates a green bubble, tank drags him out clear of the bubble. When he starts casting the non-interruptible, everyone runs inside green bubble. Tip: If tank waits to move into the bubble until he starts casting, Jin'Do will move until he is just within melee range of the tank, and will be clear of the bubble.

Second Phase-Everyone stands near a chain. Progression is basically this:1) Tank grabs berserker2) Dps kill the ghost adds as they approach. Careful as they hit hard. Melee CAN take them, but you will want to use your highest burst damage attack and try to one or two shot them.3) Avoid the shadowcrashes. You will see a little puff cloud like effect, do not stay in it or stand. Move ASAP. 4) When the berserker targets someone for a slam, they must be on or near (melee range of chains) the chain bundle to ensure slam breaks the bubble. This will also debuff the chain for increased damage.4) Dps the berserker down. After each slam, they will hit the tank harder.5) Kill the chain6) Kill the ghosts until you have 1 or 2 left, then start with #1 again.

Important: Again, this is all about add control. I can't emphasize this enough. If you have more than 4-5 adds up, knock them down and then get on the chain again. Healer needs to stay calm and stay NEAR the group so they can dps the ghosts down. If there are a lot of adds, everyone should group up and focus on getting those back to manageable numbers, 2-3 tops. 9 times out of 10, wipes result from people not working the adds down.

It seems like more adds spawn from people standing in thepuff clouds that indicate the shadowcrash target zones. DO NOT linger in any of these more than a second or so. I haven't confirmed this, but when I get groups to not stand around in these, these always seem to be less adds. I will test this to confirm and will update.

My main advice....- Keep calm.- Keep near chains when a berserker is up to ensure slams hit the bubbles.- Killing adds > Killing chains fast. Keep their numbers manageable and you'll do fine.- The fight is not a race, it is all about add control.

Comment by jerkface314

One piece of advice for paladins: don't cast Divine Shield when you're selected for the Body Slam. It will not pop the Brittle Bubble.

Comment by NeinnaWR

Every group I'm with steamrolls through ZA and ZG. But when we get to this boss? 2 hours of wiping, whining, and cussing each other out. I've never seemed to do it without a hunter, and even with hunters we have a hard time.

I'm thinking this guy needs a nerf or a changed tactic. Compared to the rest of ZG, he's OP as hell.

Comment by ragefap

usually do fine with this fight but when on my aff lock and been the only ranged dps in team i really struggle with killing the adds. just not enough burst damage =[ any suggestions?

Comment by funktech

"Hey! Grats mon!"

Comment by Sinthuja

Anyone else find this somehow disturbing:

Spirit of Hakkar yells: Have you forgotten who I am? Have you forgotten what I can do?Jin'do the Godbreaker yells: No... NOOOO!*Hakkar steals Jin'do's clothes and vanishes leaving Jin'do half naked and brutally broken on the floor*

Comment by kerasi

This boss along with the final boss in zul'aman, dropped 'a treatise for strategy' in a single day. I rolled against 1 person for each and won both rolls.

Comment by Spoonbender

Comment by citrique

Amusingly (or not), soloing this boss as a DK causes him to drop no loot. Just a warning for those attempting to solo him for maelstrom crystals, transmog gear or whatnot.

Comment by ArmitageSeven

Downed this guy just a few minutes ago. I can't remember how many times we had to start over. Because of this, I've come up with a name for him: He is not just Jin'do the Godbreaker, he's Jin'do the Groupbreaker, because I've had people leave after a few wipes. Hence the name.

The fight is broken down like this:

PHASE 1Tanks should pull Jin'do after he casts Deadzone, then get into the bubble when he uses Shadows of Hakkar. When the latter ends, pull him out of Deadzone. Rinse and repeat.

PHASE 2Ranged DPS should focus on Twisted Spirits so the party isn't overwhelmed. Tank goes to either staircase off to the sides and pull Gurubashi Spirit up top. Whoever is targeted for Body Slam should get to one of Hakkar's Chain so the Gurubashi Spirit jumps and breaks the Brittle Barrier. Once that's done, everyone should DPS both Gurubashi Spirit and the Hakkar Chain. Rinse and repeat once both are destroyed.

If the Gurubashi Spirit targets you and doesn't destroy the chain, you should make it top priority to kill him; the longer he's alive the more he stacks on his buff, which will definitely guarantee a wipe. His buff, as far as I know, increases his attack speed by 200%.

When you defeat Jin'do, he'll no longer be called the Godbreaker but instead be known as Jin'do the Broken. The more you know.

But I'm so glad to have defeated Jin'do. I hugged everyone in my group, even the pets and the water elemental and Jin'do's corpse :P

- Armitage of Fenris-US

Comment by Trimback

Does anybody know how you can actually loot this boss now?

I've tried both solo and with a friend sitting in my party and both times I have not gotten any loot.

His "corpse" is not lootable.

Edit: If you do the encounter with a friend you will get loot. (They have to be zoned in and on the encounter)

Comment by biofox

I go with the friend, both 90lvl, "the priority on necessity" drops loot. Next time I will try solo.

Comment by MatteoG

Just killed him solo and could loot him.. so seems the problem is fixed

Comment by Tierfour

I just managed to "solo" this on my level 90 ilvl 490 assassination rogue (with Rejuvination glyph, leaching poison, shuriken toss and the shiv glyph). I wanted daggers that sheathed onto my back, and this was the only way to do that. I read up a few old forum posts and discovered the following information:

You do not have to clear the entire instance, only the two high priests: Venoxis and Kilnara. Based on my reading, these should be rogue solo-able, though on one of them I technically cheated and 2 manned it, which brings me to my next point.

As of patch 5.2, this instance is bugged. If you solo Jin'do, he will not be lootable. At least one other person must be in the instance (not confirmed if they can stand at the door or must be with you in the fight).EDIT: Others report that he is lootable, so this may be incorrect.

So, what I did was log onto my friend's level 86 resto shaman on my laptop and took him along. I put him on follow and had him focus me, and then set it up so I only had to hit one button to cast his best heal on me, which healed between 30-60k.

The fights:

On Venoxis, I failed my first attempt as Assassination and had to vanish. Second attempt I switched to combat, popped Blade Flurry and Killing Spree and that pretty much handled it.

For Venoxis himself, make sure you pull him. Don't charge him, as the poison will pretty much kill you in seconds. I parked my shammy in the door way and had him heal until he died. The only difficult part of this is when he turned into a snake he hit me like a truck when he wasn't casting. Pop defensive cooldowns, use health potions if you must. I personally didn't have any, but I did have a handful of heals before the alt died. Survive this long enough and he'll move to his next phase, where he gets exhausted. This is your change to burn him down and kill him.

On Kilnara, I initially tried this as combat. When Kilnara hits 50% health she transforms into a panther and then summons her adds. I popped blade flurry and killing spree and died. Before death I tried to vanish, where I discovered a little trick.

On my Assassination attempt, I burned her down to 50%. She summoned her adds, I vanished. Kilnara naturally has detect stealth, but her adds don't. Her adds unaggro and go back home while the fight continues. As long as you don't start to run away and lose her due to your increased post vanish stealth level, you can finish the fight without any trouble.

For Jin'do --

I set my shaman up a little ways from me so he could heal without being too much in the line of fire. He still managed to die at the beginning of the fight. Jin'do was doing quite a bit of damage to me so I popped both offensive and defensive cooldowns and burned him down to his next phase. The second phase, where you have to destroy the chains, was much easier. If you've ever solo'd Vashj, there are a lot of similarities. Shuriken Toss is a must have. I used that on all of the shades that spawned. If they get too close, they do more damage than you can heal with rejuvenate and shiv (leaching poison). They die in one hit with Shuriken Toss, so kite them and don't let them hit you. Also, constantly refresh rejuvenate. When there aren't too many shades out, pull the spirits of the big guy and knock him down to half health or so with shuriken toss. Kite him as long as you can until he tries to body slam you. Make him hit the chain and then immediately burn him down. Sometimes I popped defensive cooldowns for this part. Then, continue to kite spirits while hitting the revealed chains when you aren't in danger.

Rinse, repeat, until the chains are dead. This phase took me probably 10-15 minutes, since it took me a while to figure out the best method for survival. Fortunately, I got my Twinblade on the first attempt so I don't have to do it again.

Comment by Nobbel

Comment by Tadewing

Unlock: Defeat 2 bosses. Cache of Madness does not count as boss.

Comment by AwScz

I want to add some usefull note about the second phase. The chain anchors are immune to attack (big bubble) unless you pull Gurubashi spirit and make him to jump on the anchor. Then you can destroy the anchor (small bubble).

Comment by Rforn

As long as you have some decent survivability, it's not hard to solo. As long as you follow the tactics that is.

Comment by Allieey

Pretty hard boss couldn't solo heroic at 90, but me as a hunter and a friend who is a 90 paladin, it worked easily. i stood at chains and killed ghosts and the paladin brought the Gurubashi spirit to the chains for body slam til all the chains were broken. Took maybe 5 minutes to finish.

Comment by Nevae

I just solo'd this guy on a Level 90, ilvl 525, Combat Rogue. I had to do it for the quest 'Booty Bay's Interests'.

I had a little trouble with it, cus I suck. I'm used to being able to burn things down before they can do me much real damage. Of course, you can't do this here.. but it is possible to solo (even if you're not the most skilled, which I am not either!), I would imagine even possible with a lower ilvl. I'll write what I did for any other rogues having trouble with this.

Deadly Poison, Leeching Poison.

In P1, just DPS the guy. Build your combo points to 5, but don't use them yet. You wont get too hurt during this. When he starts to run away, use your 5 combo points to Recuperate, and quickly position yourself within throwing distance of one of the big Gurubashi Spirits you need to pull for P2.

For P2, pop your Blade Flurry and leave it on for the whole thing.

Now in P2, use your throw on a Gurubashi Spirit to pull it up. At this point, make sure not to panic and start running around (like I tend to do..). Go stand near a chain. If you see Jin'do the Godbreaker target a spirit bolt on you (puff of circular cloud at your feet), move slightly out of the way of it, but still near the chain. I found it was best to just rotate around the four 'corners' of the circle of the chain protection.

While waiting for the Gurubashi Spirit to cast the body slam you need to break the chain protection, you need to leave him alone. No DPS on him. Instead, run around your chain avoiding the spirit bolts, and extremely importantly, kill the smaller Twisted Spirits while waiting. If anything will kill you in this fight, it's these.. they hit hard.

It can be a bit confusing if you lack focus (again, like me) so use a macro to help you kill the smaller Twisted Spirit mobs.

/target Twisted Spirit/cast Sinister Strike

Bind it to a key.

Keep calm. Ignore the big Gurubashi Spirit, move around to avoid the clouds at your feet, and kill Twisted Spirits with the macro. Do this for every chain, until the Gurbashi Spirit casts Body Slam on you, and breaks the chains protection (it wont work unless you are near the chain). Once the chain is free from it's protection, you obviously kill it and the big Gurubashi Spirit.

Once the first chain protection is broken, use Killing Spree. With Blade Flurry up, you should get the big Gurubashi Spirit down and any little Twisted Spirits while also doing damage to the chain. Finish of the chain when your Killing Spree is over. There will be a big purple debuff on the ground from the Body Slam. Either avoid it or eat it if you have no choice, the chain should be down quick enough.

Move to next Gurubashi Spirit for your next chain (while running across the platform, always use your macro to kill any little Twisted Spirits that close in on you).

Pull next big Gurubashi Spirit. Repeat what you did for chain 1 (spam /target Twisted Spirit macro, run around the chain close to it and avoid Spirit Bolt clouds). When chain 2 protection is down due to the body slam, this time pop Adrenaline Rush and focus solely on the chain to build 5 combo points quickly. Use these combo points to put your Recuperate up again. Kill the chain, the adds should be down from your Blade Flurry by the time it's dead.

Pull next Gurubashi Spirit for the final chain. Remember to keep killing the little Twisted Spirits with macro, move in circle avoid bolts, etc. For the last chain when it's protection was down, I used my Killing Spree again (with Blade Flurry still up).

Remember to use your Evasion and Cloak of Shadows (glyphed is good) in times of worry. Use a potion if you get low, but with the above tactic I didn't need to.

He'll die once the third chain is down.

Hope this helps!

Comment by Hairband

We two manned this with a warlock with a voidwalker and me as ele shammy. Phase 1 is a burn and is now trivial; needs no comment except the void zone slows your spellcasting and the protection it at one point had offered is negligible.

For Ph. 2, the void went to grab the big add on either of the lower 2 platforms (where you had just killed the last 2 trash before reaching the back side of the temple--the platforms have these big adds when they're up). The big add is going to be tanked, or kited around (or it might work to stun or root him, I am not sure). He'll be around though, don't dps him. Instead dodge the meteors and kill the ghosts.

As to where we stood. Lock and I were standing on different chains. I healed primarily and ranged down the ghost adds adds and the chains when they were unshielded. Please do not stand in the huge shadowy meteors (they were doing a decent amount of dmg) so just strafe out and back into the chains so you don't lose the benefit of your "Body Slam" buff.

After a few moments, you will see a flashing target over a party member with a fancy buff called "Body Slam." The add that you were told to not worry about now will head to you and slam you. If you are on the shielded chains, the effect will be the chains will lose their shield (as well as you get knocked back). Then you will heal up a bit and kill the chains, kill the adds.

You will probably have a lot of adds up, like 6 or 9 or so plus have the chains to kill and then you will get caught up and get the new big add.

We had a total of 3 chains to kill and as soon as they were dead we got the achievement (our first time).

Comment by midobu

There are two phases in this battle. Before starting please make sure you kill two blue giants located in both side where stairs are leading up to a main floor.

First phase:

You attack him normaly. Try to avoid his magic spells by moving out your pet to either out side of bubble from him while he starts casting a spell or inside of bubble if he is standing out side. If he starts attacking you, use "Feign Death".When his health loses near one quarter it goes to the second phase.

Second phase:

All black spirits on the floor will start chasing after you and attacking you. You also see three big chains appear and they are all tied into the floor and each chain is protected by a green bubble. While a bubble protects it, chain is immune to all attacks.

You need to bring a blue giant from downstair and let him punch a bubble while you are targetted by his huge arrow sign on your head to destroy the bubble. Once bubble has disappeared, you can attack and destroy a chain. If you destroy all three chains you will win the battle.

Be aware: There are two things you need to deal with CONSTANTLY.One is black ghosts who will spawn endlessly. Second is shooting stars constantly falling into to where you were standing couple seconds before.

To take care black ghosts:

I prepared those three macros; two macros for you and one macro for your pet to attack ONLY black ghosts (just keep on using macros 1-2-3 continuously).

Note: There is a situation that you could not or will not shoot a targeted enemy because it is standing right behind you or it is locating in downstair. In this case you need to use "right click" to re-target an enemy to shoot.

If your pet is just following you and do nothing then click pet command to "Passive" then click it back to "Defensive" mode. Make sure your pet is always around you. If your pet tries to attack an enemy downstairs, stop your pet by hit either macro #1 or macro #3.

To take care shooting stars:

Just keep on moving around to avoid getting its hit. I like a zig zag move.

To take care bubbles:

From upstair You can shoot a blue giant to lead him up to you while you are moving near a bubble. PUT YOUR PET TO "PASSIVE" MODE so your pet doen't kill him from coming to you. Then when he is right behind you put your pet to "DEFENSIVE" MODE. You will need to take care a lots of black ghosts and shooting stars while Waiting for a big purple arrow sign to show up on your head and make sure to lead his jump attack right into a (near) bubble by moving a circle around the bubble.

Be careful, move away from a black spot created on the ground right after he hits you because you will receive 100% increased damage while you are in it. On the other hand, you can also give more damages to either a blue giant or chain while they are inside a black spot.

Try to use "Stampede" beasts to destroy a chain while a chain is in a black spot and while "Stampede" beasts are out DO NOT USE THE MACROS I PREPARED FOR YOU. Because those macros WILL MAKE THEM STOP FROM FIGHTING any target.

By the way a beast summoned by "Dire Beast (ability)" will not be affected by these macros I prepared.

The black spot will fade away after a short while. Once you are fully recovered and destroyed one chain (but don't have to destroy it right now), then go and try for another bubble with a blue giant again.

(-Repeat-)

If you fail to break a bubble, don't worry. You need to kill off the blue giant before he kills you. The longer he lives the stronger he gets. Once he dies the same blue giant will respawn again (but not right away) so you can try as many times as you take to destroy all bubbles and chains.

Comment by phoenix9884

So I just got done soloing him with a lvl 90 destro lock ilvl 517. The difficult part was keeping Voidlord from attacking Gurubashi Spirit long enough for him to Body Slam me (Voidlord's attacks were strong enough to kill in about 3 hits).

It took me 8 wipes before I realized what the issue was and it was so simple I laughed.

First I hit Jin'do the Godbreaker with Curse of the Elements then immediately activated Mannaroth's Fury and then let it rain fire. I kept nuking him until he activated Deadzone, I then commanded Voidlord to follow me, pulling Jin out of the protective little bubble. I never even noticed damage from Shadows of Hakkar as all aggro was on Voidlord. Kept nuking (make sure to keep RoF up) and pulling him out of the sphere until he was down to about 70% health, at which point he activated Hakkar's Chains. Now this was where I was having issues before I decided to go and find out what the heck I was doing wrong.

Before the fight even began I laid down Demonic Circle and a Demonic Gateway near it with the other portal on the other side of the platform. When he began Hakkar's Chains, my burning embers weren't full so I ran around a bit using RoF on the spirits floating around until they were. Then I immediately ran to the closest Gurubashi Spirit from upstairs, tagged him with Fel Flame and made Voidlord follow me to the closest chain instead of going to grab aggro and attack. As I was being attacked I ran around in close proximity of the chain using ember tap, Unending resolve and Twighlight ward to reduce damge from Shadow Spike. As soon as he performed Body Slam I ordered Voidlord to attack and let loose RoF, quickly dispatching Gurubashi Spirit and focused everything on the chain (which I was failing to do before resulting in a quick death on 8 occasions). Took about 30 seconds to kill the chain. I was low on burning embers so again I ran around using RoF then teleported to the other side and cut and pasted. All in all it took me less than 5 minutes to defeat him at which point I looted Twinblade of the Hakkari and Legacy of Arlokk. Not a bad run at all.

Comment by LinkenBogard

Can this be done solo with a pet as tank say a wasp from Pandaria?

Comment by Araelle

As a not fantastically geared boomkin I couldn't solo this before patch 6.0. Since then however i've had the opposite problem; trying to pull spirit warrior with moonfire was killing them too quickly.

To solve this:Phase 1: Nuke the boss til he goes all invinciblePhase 2: Pulling the spirit warriors to body slam Hakkar's chains. Go into bear form and taunt the spirit warriors (then turn off auto-attack as this will kill them) wait for them to body slam, then go back to moonkin form to heal up and aoe all around you. Rinse and repeat and you've got another daily chore waiting for Legacy of Arlokk to drop...

Comment by Xistt

Everybody wants to write a blow-by-blow report of how they killed him, but it is simple: Kill two other bosses, pull a Gurubashi spirit, kill the Twisted Spirits until the Gurubashi spirit body-slams you, kill the chain, and repeat with the other two chains. Macros would help target the Twisted Spirits while you wait for the body slam and the chain if you have too many adds.

Comment by Mathaylla

Apparently if you run past the Gurubashi Spirit Warriors and just pull the boss without killing any of them - the Gurubashi Spirits won't spawn in phase 2, making the fight impossible to complete. (At least that's the only explanation for why they didn't spawn on my latest attempt...)

Comment by Gormadok

gurubashi spirits - those who can slam chains - give you reputation. you can farm them long and long if you are about to farm some cataclysm reputations. its good if you have a 100 or 200 to reach exalted.

Comment by Wulfovo

I Am not good in EN and I had problems to understand what to do, so here is quick and easy guide, what to do, if xou want to solo it and can not kill the final boss. When you are getting to final boss, there are four ogres in each corner. Kill them (you will see their ghost after their death). When Shadow of Hakkar comes into game, ignore the spirits around and go for one of oggre ghosts (Gurubashi Spirit). Do not kill it, just return and stand at end of one chain. After some time, the oggre will jump on the chain, and break it. Go to another end of chain. After third one - you have done it.

Comment by verdetto

This video shows how to kill Jin'do the Godbreaker in Zul'Gurub dungeon.

Comment by The8th

1 you MUST kill at least one of the giant ogres on the four corners of the temple2 Engage the boss and he will turn into a chained boss.(The shielded chains are the key to killing the boss)

3 aggro the ghost of the ogre you previously killed4 Target the shielded chain 5 The ghost ogre will eventually jump on the shielded chain at which point it is vulnerable. USE NO AOE on it as it could kill the ghost ogre.

rinse and repeat on the other 3 shielded chains and win.Don't use any defense spells or abilities that can reflect damage, it could kill ghost ogre.

Comment by Zaynah

It seems that at this point in time, the mechanics of the fight are broken.

Pulling the Gurubashi Berserker up the stairs did not do anything for me. However, ignoring mechanics, I could just break the chains by targeting them.

Comment by Mayalea

God help you if you screw up the mechanics and don't kill the ogres first.

Comment by zlloyd1

I cannot get him to spawn....I can see him, but he is a shade, and there is no way to target, nor fight him.Am I doing something wrong here?

Comment by Anatta

If you forget to kill an ogre on your way up to him, you will become trapped in the spirit world. You cannot reset the boss by running away, you cannot leave the instance, you cannot even hearthstone out as you'll get interrupted.

As a class that cannot drop combat the only way out I found was to invite someone to a group, make them leader, then leave. After 60 seconds you'll be teleported out of the dungeon due to not being in the group.

Comment by Baneleaf

It was brought to my attention tonight in trade chat that many folks do not know that you still have to complete this fight as normal and cannot one shot him. If you do the boss only drops one chaos orb and no loot. You must first kill the troll berserkers around the edge of his platform and then not one shot the boss. I would suggest either using boa gear or just pick up some real crappy weapons off the AH or white starter weapons. Kill the big trolls, start the fight, and damage the boss just enough to phase him. Then complete the fight as it was designed by pulling the troll spirits up from the corners, let them jump on the base of the chains, and then release Hakarr to eat Jindo. Then loot and pray you got the items you were after.

Comment by Lilyoptra

Friend and I were running this tonight (same time, different instances) and neither of us could get the Gurubashi Spirits to do their leap to make the chains vulnerable to attack. Stood there for 40 minutes, on the chains, no leap, chains immune to attack. Today was patch day for 8.0, wondering if something got broke. Have done the encounter before without issue. Anyone else having issues? We did each put in a ticket.

Comment by Luxuriia

The encounter is working again, but I was unable to loot anything and nothing was mailed.

It seems for some reason Jin'do is on a weekly reset. Every kill after the first awarded no loot, but killing it on alts for the first time allowed me to loot the body.

Comment by patrickkare

If he continues to give you no loot, what I found to work for me, is to use a different Gurubashi Spirit for each chain. That is the only way he doesn't bug-out for me and give loot.

Jin'do fights players alone, dropping Deadzones on the ground to protect himself and calling upon the Spirit of Hakkar to empower his weapon with shadow lightning.

Deadzone
– Jin'do creates a field of deadened magic on the ground at his feet. All units in this field take 90% less magic damage, but have their casting speed reduced by 90%.

Shadows of Hakkar
– Jin'do draws power from the Spirit of Hakkar to charge his weapon. For the next 8 sec. his attacks unleash bursts of energy that chain to additional targets, inflicting (100% of Spell power) Shadow damage. Each additional target in the chain takes 85% less damage.

Body Slam
– The Gurubashi Spirit jumps to a random target's location, inflicting 17 damage to all units and other objects within 5 yards of that location and knocking them back. This attack leaves a Sundered Rift on the ground, increasing the damage taken by units and objects in the 5 yard radius area by 100% for 20 seconds.

Sunder Rift
– The Gurubashi Spirit's Body Slam attack leaves a Sunder Rift on the ground, increasing the damage taken by units and objects in the area by 100% for 20 seconds.

Twisted Spirit
– Twisted Spirits swarm out of portals around the temple and attack players in increasing numbers. Twisted Spirits inflict Shadow damage when they attack. These creatures have very low health.

Hakkar's Chains

Jin'do will not feel the fury of Hakkar's vengeance until all three of Hakkar's Chains are destroyed.

Brittle Barrier
– A barrier of arcane energy protects Hakkar's Chains and grants them immunity to all attacks and spells. Nothing short of an enormous Gurubashi troll spirit performing a Body Slam can break the barrier.